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...and routine.
Don't rush. Game is already hard as is, nearly on all difficulties to have to deal with this added frustration of loosing man this way. Enemy can set-up ambushes (reactive shots). Beware!
What I like to do from the Combat Rounds Start is maneuver my troops into (a specific) position, rather said: formation. Sometimes I happen to maneuver them straight into enemy fire, but that's considered "bad luck" IMHO. This bad luck exists for a reason (IMO: to learn to master), and is balanced (flushed) out, later in the game: where your Units themselves become OP! or if you're an Elite Commander. Until then I restart & die trying to get to the end-game. This is almost something like my faith. like something I as player have to do, have to accomplish; to 'save' mother Earth (preferably on 'insane' with 'iron man'-mode on... that's what I'm training/'living' for...) It shows. It pays off. (now only if the game was 'perfect'... and did what I want, without the delayed input though my hand)
Therefore as a general rule of thumb, I bunch my troops together near an ending of the (first) turn for the sake of my own troops reactions and their combined firepower (then), I ensure that they are crouched covering 'scanning', in all areas and directions while themselves are behind some sort of cover from being completely exposed (at least for 25% from any direction, preferably cover that is near me/us) getting ready for the next turn. (note that in the first turn I usually move them from the start of the gird, to somewhere else)
At the beginning of a (next) turn: if we make it I (start to) apply tactics; send out a scout or an assaulter with high Time Units forward to scout the area in a general direction of where I am about to go next. I scout/recon for about half of their TU from entire group, then I hide him/her into cover and move the entire group a bit further "up" (read: closer to the reckoning force) covering my flanks but also covering my man/woman ahead (by calculating TUs and estimating Environment/Surroundings).
Then I repeat this process until we have established contact (or ultimately for the UFO missions: found the UFO-crash site). Then another set of (combat) 'rules' begins to apply... depending on the need of situational spectrum.
Since cover is essential (which works with lines of sight), finding/figuring it (out) is key.
While on the move if there's no cover in sight 'till then, it's wise to move the complete group up a few tiles, then repeat this process till there is cover... which to position behind. Alternatively you can make a run for cover you see, but have to predict approximate enemy position. Note that you can utilize cover/obstacles that are not near you: effectively as opposed to 'merely' piggybacking off of these). When you do this you won't have that problem of getting 'sniped down' and will be able to set up 'ambushes' of your own (due to bottlenecking-tactic for such is the nature of the script; they too can be mindless, rushingin turn, you can take advantage of this...) but most importantly will be able to move more freely, depending on your level of skill with the combat units. It's all about angles, and lines of sight. Or vice versa. Not sure. I think it's about reach too, and advantage.
Idea behind this way of movement is to establish a firing grid, like you have at the start of the round in the Transport, but one that is able to react as a whole, quckly and (to have) one (grid/group) without exposing (m)any of the members to be vulnerable individually while you get into a (safe) position together (while having a scout that recons ahead of the group, this is important).
Downside of this is that your whole crew can get suppressed, until there is cover, your recon unit can get killed even but that's something... You'll have to learn to deal with. It's also something that I refer to as "extra" bad luck. ;) [like losing 'Tanya' in one of 'em olden C&Cs for instance]... Suppression of the entire squad happens when you're thus moving forward: directly and not flanking but please note this goes both ways, for the enemies can also get suppressed. (by knowing this you can get out of a bind)
Try do devise a way your scout\s can (possibly) spot the enemy "first" (while they are standing, in limbo), then make them take cover and leave the grouped up and organized 'blob' (lol) to deal with the threat/s. Alternatively instead of the blob, you can issue individual orders to utilize pieces of cover, this works as the blob considering the blob is more of a open-terrain-tactic, Ultimately; if nothing happens (no threats detected) then: there are more TU available to move (keep regard not to use all of your TUs moving 'forward', rather to hide/position your squad properly). Then wait. Then move. This game resembles turn based football a lot, if that makes sense...(: defend the 'ball'; form a wall!).
This movement in formation depends on many factors and is basically difficult to describe (especially for a turn based game) sufficed to say: one man up, then one man back. Or one man up, whole squad up. Again; to what extent this movement occurs is dependent on many factors (like unit-placement relative to the battlefield) but mostly on the map layout itself. One which players need to learn to maneuver about.
Point is that by scouting I can send different units in different directions I want to cover, while having some form of covering fire to back these individual recon units up while, if safe, I move my group towards the individuals, that should be safe. This way I can move about the battlefield, but "never"going 'straight forward' (or losing all of my TU/momentum in between rounds [:continuity]). Caution is key, and knowing when to rush is timing, which is equally important... then the 'never' becomes sometimes and sometimes becomes a roll of dice or chance that becomes a habit that onto itself becomes sort of an art.... that is a form which the player then can learn to proceed to control to manipulate, to utilize in their favor by predicting, can learn to apply at will to you know... Crush the opposition. (evil laugh, echoes)
One strategy for instance is from the 'starting position' moving to a designated point, for instance:
At the start of the round, moving from the drop-ship to a corner of a map (one you assume is 'safe' -from Experience), then sweep towards a direction to advance to their UFO. Know that this path is not safe but this maneuver could, if done right; more often then not result in your direct flanking of the enemy units). So move slowly but be wise. You are bound to encounter enemy fire, at some point, one that will not kill your troops because you are moving slowly with them while you have an 'advanced recon' unit, doing.. recon. Hmm. Seems legit, right?
Basically; don't scatter your troops (too much, sometimes you'll need to though as to save/minimalise civilian casualties which is hard to execute)... as there is no real need for this unless you're (respectfully) an advanced commander (one that captures hostiles as opposed to killing them).
My squad and units have different roles, and are 'adapt' (or are supposed to be, at least) to suit their stats, so 'snipers' are snipers and heavy gunners... etc. Note that no one man stands out so: Use variety in this regard with multiple roles; based on your needs but hunt in packs.
I like to have a sniper with high accuracy (precision) and a heavy gunner (because of suppression)... 1/2assault, 1/2rifleman to together establish a grid, and Scout or Shield to advance as recon. My squads are usually small (6+scout car). 8 is a bit too much lol.... gets complicated that way, time wise but is 'easier'... especially with a certain form of strategy. What I'm describing here (works also for the later game but requires practice to become efficient).
Alternatively at night you can use the scout car, with the combination of the blob (lol) to scout ahead and overpower sectors you want to cover.. For instance; from that *designated position: use most man formed in grid to scan front, a few 'assaulters' to cover the back/sides (this way you can camp/be stationary for a few rounds if you're not {too} close to any objectives {read: out of the way}), put your heavy gunner front ('cos of suppression), but put them all behind cover, crouch them then push the car forward (to scan) and back or to the side\s (into cover), then advance. Repeat; etc: tactics: you're (slowly) clearing the map now. IMHO, this game: is highly 'realistic'/complex/precise in many regards (especially within what's possible/available).
Always end-turns behind some, at least minimal cover, even if this cover is afar or (if only) cover is your gun (note that this is tricky, but should work; noticalby in the later stages of the game, but it's something that gets me killed often as enemies tend to 'jump out' from "nowhere", are better trained regarding vision/aim as they always seem to get me from that one uncoverable point, am in the process of figuring it out but it seems that the game, is 'glitchy' in this regard, like the enemy "knows"/sees through walls/is always aware of units positioning {something more games cope with} which test my skill and patience considering enemies seem to 'snap' often but unlike 'chaotic' humans, that "only"tend to hit their teammates in these states these aliens have about 100%accuracy so: except of this occurrence I think that I've mastered the combat, not completely but mostly, hence sharing my findings).
You can usually hide your units especially if you know where the enemy is, and over time you'll learn to estimate this... AI, then: adapt and destroy.
..the little predictable pestilence. That is Dominantly Supreme (because of it's rapid calculating.. posibilities all seeing... mastery of probabilities)
With all due respect learn to plan, and utilize the games 'options' that are available. If all is all right you should be able to advance at your own leisure, at your own pace. Just have a slightest (resp.) idea of what you are doing, or (very important;) about to. Know that you can *stun enemies and capture them by applying (superior) tactics. (*no need to subdue them all, but one enemy combatant per type of combatant).
All in all one tip: train your best soldiers from the start, try keeping casualties to a minimum by trying to flank the enemy (as I attempted to describe earlier). You can use 'newbs' to scout/do risky stuff with the cover of Veterans... Overcome, research equip: Win.
All of this becomes obsolete once you progress in the game, where you can actually more or less start to run and gun things. Until then, it's the trick to do things as efficient as possible.
oh, and to squeeze this 'one' in; on a very personal note (kind of): I'd love for this kind of game to have "Real-Time with Pause" -available (like "Abomination"-game). That'd be awesome.
One of the most dangerous situations you can be in is trying to push up to an obscured corner, like in desert maps with the big rock pillars. Aliens love to hide behind those things and toss out shots as your guys approach. If you suspect that the corner has a baddie, hit that corner with an MG or rocket, it will cause suppression in most units. This will disable reaction fire and mitigate alien fire in their turn, it also allows for much safer flanks, which in the end is what you need to clear it.
A suppressed Alien isn't going to have the TU's to pull off more than a one or two tile move snap shot, meaning your guy on the other corner is generally safe.
The aliens on these corners are also acting as eyes for aliens further back, allowing unseen aimed shots at flanked units.
so as short, if don't want to get hit, you need to be a LOS or behind a good cover. If you just line up your soldiers on a openb road or farm, sry but aliens will use this opportunity.
Hellswind, one of the things I learned from my I/I run is that individual soldiers are largely irrelevant, but their gear is important. Lose half a squad? Meh. Lose a plasma rifle? That was cause for concern. For a while I had troops in predator armor and ballistic weapons.
thanks for that reminder
that's relevant and helpful to the topic.
agreed.
(also) agreed.
;)
Love that atmostphere though. ('Isometrics' are IMHO unmatched even compared to the FPS)
a squad that is Elite (*high stats), is a squad that must be kept alive IMHO, indiviually they all play a particular role, one that often can't be missed tbh ballistics or not
Yes. You can get plenty of materials from enemy bases (and geoscape, air combat). My strategy that I'm exploring is to leave one spot on geoscape open on purpose to have enemy bases pop up..for resources; I've noticed once you get own bases going (say 4/5 or 5/6 'required') game becomes more 'stable' to handle.
LOL :P
Can't remember last time I made it that far, it was one time though. Stoke of Genius/Luck. Enjoyed that but ultimately lost, had it on veteran (also was not sure what the win requirements were :P all I did was maintain)
I didn't have the AP (TUs) to even get far enough to see where the fak the aliens were. I'll try it again, but Goldhawk needs to make this ♥♥♥♥ a little more reasonable....give us a spotting drone or something to counter this.
Yes, true; I've had this observation about the skies in my first, most successful run 'to date'; or at least a hint thereof. Otherwise; it seemed that game put me as player through a deliberate meat grinder of sorts where I had to know about importance of technology (and) to find out exactly how it is utilized. This is most important in order for our race to live so I had to find out the order in which we must achieve this domination.
This is done, achieved (only?) through ground combat for research purposes and it is tough. Higher soldier stats do help out tremendously as I remember, but also seem to be more at odds of getting killed. That (mostly) due to lack of patience, on players ea my part resulting in a lack of skill.
Well anyway: interesting & thanks for your feedback. I, still haven't finished the game but I have since then started a new game, few more games to be exact but seem to be stuck now :P with this tough AI that makes the game a reasonable dedication, the iron man game mode has became sort of a 'must'... and loosing soldiers, unlike perhaps technology (resources) is a byoch.
There must be a way though... ;)
43 to 94 looks like the farthest TU spread I had on the same mission on my I/I run. It's less than ideal, but doable. I tended to use the slow ones as super-expendable scouts and just accept a slower rate of advance.
Everyone else is a heavy with shotgun in backpack, and I hide them behind high cover in narrow areas, or have them crouch in the open down a long firing lane far behind my shields, then I spot with my shields and have my heavies pop out from cover to fire, or the crouching ones just spray down the battlefield
For UFOs I set them up in a line crouching and facing the UFO and move my shield up from an angle little by little. Eventually the shields "aggro" aliens in the UFO who come running out and trigger reaction fire. When they stop coming I move my shield up to open the door and see what is inside. If no one is near the door I can dash up all my heavies right to the door, then just open it and fire then shut it again every turn. If something is close to the door I usually use another shield to try and trigger reaction fire so my first shield can pull back and clear the line of sight for my heavies. Then when the last aliens are camping inside I equip my heavies with their shotguns, locate enemies inside with the shields then clear with shotty/stun gas
Ofc I still lose a lot of people, like 1-3 per missions (mostly shields but sometimes heavy) and usually because of an enemy in a single space of darkness or when there is a lot of high cover around and I cant see around with my shield without exposing them to attack from another direction that I havent scouted. Thats ok because its just a risk that has to be taken and the soldiers can be sacrificed for the cause provided I dont have to spend too much on recruitment
Really dont do night missions. Unless the UFO will disappear and you need it for the tech, either wait til morning or just airstrike it. Choppers have mental amounts of fuel and can wait. I dont think early UFOs are all that important you dont get much from them and they usually have plenty of aliens, maybe just wait for Corvettes when you have wolf armour before you go crazy with ground assaults?